These are also all great examples of how big a certain kind of supernatural dice pool should be!

I like to use incendiary specialists with just a single supernatural d4 to introduce new players to supernatural dice - but given the limitations they can only really use it to make their grenades and bullets do a bit extra damage, or as a boost to armor in their "kevlar vest" or whatever.

IVhorseman wrote:These are also all great examples of how big a certain kind of supernatural dice pool should be!

I like to use incendiary specialists with just a single supernatural d4 to introduce new players to supernatural dice - but given the limitations they can only really use it to make their grenades and bullets do a bit extra damage, or as a boost to armor in their "kevlar vest" or whatever.

It's true, these are all wizard/caster-type oriented. Similar to what you are saying IV, I'd really like to start running some Berserker barbarians in my barbarian force who all have a single d6 for conditioning/athletic use. Essentially, this would give the option of dumping +1d6 to movement, being "armored" or increasing damage each turn. The potential devastation such a fig would cause, even with just a hand-weapon, is utterly tempting!

So here is my last batch of Supernatural Dice-pool reference cards. These are the most generic of the spells I've put together so far. This also brings my total number to 52, which is how many the printing company asks for in an order. So, I'll soon have physical quality copies of these in my hands. These are made for a mage with a supernatural dice pool of: 3d6 -

Supernatural dice are ossum but overpowered imo. Last game I played I added 1d10 2d4 and 2d6 dmg to a 2d10 cannon and killed everything on the other side but the heroes. Great job on the cards they're beyond sick. I'm gonna use the some of those electric abilities for sure.

Cytheran wrote:Supernatural dice are ossum but overpowered imo. Last game I played I added 1d10 2d4 and 2d6 dmg to a 2d10 cannon and killed everything on the other side but the heroes. Great job on the cards they're beyond sick. I'm gonna use the some of those electric abilities for sure.

Were you using CP? The idea of over- versus under- powered is a moot point if no one calculates CP. Because at that point the game becomes about whatever you feel like bringing and stats can be whatever your heart desires.

If you did use CP, how did you calculate it for a 2d10 cannon? Normally, d10's are bought as explosives or rockets and not as the base damage of a weapon or gun.

Not to mention, I've slaughtered opponents with "under"powered stuff before when they have bad general-ship